VR Software - Belgium

  • Belgium
  • The VR Software market in Belgium is projected to witness a substantial growth in revenue, reaching US$16.8m by 2024.
  • This is expected to be followed by a steady annual growth rate (CAGR 2024-2029) of 8.56%, resulting in a projected market volume of US$25.3m by 2029.
  • It is worth noting that in the United States is the primary revenue generator in this market segment, with a projected market volume of US$990.3m in 2024.
  • In terms of user base, the VR Software market is expected to see a significant increase, reaching 845.5k users users by 2029.
  • The user penetration rate, which measures the percentage of the population using VR software, is projected to rise from 6.1% in 2024 to 7.1% by 2029.
  • Furthermore, the average revenue per user (ARPU) is expected to amount to US$23.5 in Belgium.
  • This metric serves as an indication of the average amount of revenue generated by each user in the VR Software market.
  • Belgium has seen a surge in demand for VR software, with its thriving tech industry driving innovation and adoption.
 
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Analyst Opinion

The VR Software market in Belgium is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in Belgium are increasingly seeking immersive and interactive experiences, which has led to a growing demand for VR Software. VR Software allows users to engage with virtual environments and simulations, providing a unique and captivating experience. This preference for immersive experiences is driven by the desire for entertainment, gaming, and virtual tourism. Additionally, businesses in Belgium are also recognizing the potential of VR Software in training and education, further driving the demand.

Trends in the market:
One of the key trends in the VR Software market in Belgium is the development of VR applications for gaming. Belgium has a strong gaming culture, and the demand for VR gaming experiences is on the rise. Game developers are creating VR Software that offers realistic and engaging gameplay, attracting a large customer base. Moreover, the integration of VR technology with popular gaming platforms and devices is further driving the growth of the market. Another trend in the market is the adoption of VR Software in the tourism industry. Belgium is known for its rich cultural heritage and historical landmarks. VR Software allows tourists to explore virtual replicas of famous sites and experience virtual tours, enhancing their travel experiences. This trend is particularly relevant in the current global context, where travel restrictions have limited physical tourism.

Local special circumstances:
Belgium has a strong technology infrastructure and a high level of digital literacy among its population. This provides a favorable environment for the growth of the VR Software market. Additionally, Belgium is home to several technology companies and startups that are actively developing VR Software solutions. The presence of these companies contributes to the innovation and advancement of the market.

Underlying macroeconomic factors:
The growth of the VR Software market in Belgium is also influenced by underlying macroeconomic factors. Belgium has a stable economy and a high standard of living, which allows consumers to invest in entertainment and technology products. Furthermore, the government of Belgium has shown support for the development of the technology sector, providing incentives and funding for research and development. These factors contribute to the favorable market conditions for VR Software in Belgium. In conclusion, the VR Software market in Belgium is experiencing growth due to increasing customer preferences for immersive experiences, particularly in gaming and tourism. The local technology infrastructure, digital literacy, and government support further contribute to the market's development. The steady economic conditions in Belgium also provide a favorable environment for the growth of the VR Software market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

F2The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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